Jump to content

Search the Community

Showing results for tags 'shells'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum Donatorov
  • Ragnarocek's Workshop
    • Mods & Addons by Ragnarocek
  • Carlosuv koutek
    • Carlosův balík módů
  • DeepJazzyD
    • DeepJazzyD mods
  • Public Forum
    • Poradna
    • World Of Tanks
    • FTR & Ritas Status Report & The Armored Patrol
    • PlazmaKeks AddOns

Categories

  • Articles
    • Forum Integration
    • Frontpage
  • Pages
  • Miscellaneous
    • Databases
    • Templates
    • Media

Categories

  • WoT Modifications by Ragnarocek
    • Techtree Colored Ribbons [Riskynet's colors]
    • Carousel Colored Ribbons [Riskynet's colors]
    • Colored Contour Icons [Riskynet's Colors]
    • Upravene pobitkove sumare v garazi Win/Loss/Draw
    • SpeedScroll v servisnom kanali
    • Better Lag Indicator by Ragnarocek
    • Ragnastats v Servisnom Kanali
  • Carlosuv Modpack
  • DeepJazzyD

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


ICQ


Skype


Interests


Birthday

Between and

Found 8 results

  1. n October 25, the Sandbox server will see another small update to test HE shell mechanics. During the last period, we collected data for HE shells with different efficiency settings, from the highest to the lowest possible values. On October 25, the latest micropatch will test the updated mechanics of averaged HE shells settings and values, so we can compare them to previous Sandbox iterations. This will present a middle ground between the two extremes of earlier testing iterations. We will continue testing the updated settings of damage-causing mechanics and the reduced damage-per-shot values of HE shells. Here is what will be changed: Increased HE shell damage by 40% over the first iteration of testing. After the first iteration of testing we bumped up damage by 75% for HE shells and the result was that they were excessively efficient. So damage will be scaled back a bit from those high values. Reduced splash damage to armor by 20% as compared to the second testing iteration. Reduced armor spalling damage by approximately 30-35% Reduced damage within the burst radius. In the current iteration, the damage value on the edge of splash will be 0.2 (compared to 0.1 in the first and 0.5 in the second iteration). In addition, we changed the dependency of damage drop-off from distance to explosion — the damage drop-off will be more balanced with respect to the new extreme value. Removed the improved HE shells for USA light tanks and Japanese heavy tanks. This is not a balance measure and we are not trying to remove this type of shells forever. Rather, within the testing, we are adjusting the efficiency of standard HE shells. Based on those adjustments we are planning to change the improved HE shells. During prior testing, improved HE shells of these vehicles were used excessively. Damage Per Shot Values We continue to search for the best suitable ratio of damage caused by HE shells, the value of their situational use in battle, and the extent of their use in battle. We used HE shells with low damage during the first tests and used HE shells with considerably higher damage during the second test. This resulted in their extensive use in battle. We think that HE shells demonstrated too much damage during the second testing iteration, so we’re considering it the threshold value and will not test higher values. Currently, we’re working on a middle-ground solution based on these previous iterations. The Mechanics of Causing Damage It presents a precise mechanics change that works in the same way as reduction of damage per shot: we correct causing damage with HE shells for vehicles with different armor. Changes in splash damage will affect all vehicles but will be most noticeable to vehicles with weak armor. The mechanics of causing damage with armor spalling will be also applied to all vehicles but will have the strongest effect on medium and heavy tanks. Changes to the distribution of damage within the shell burst radius are also planned — with the introduction of the new settings, the external modules will be damaged in the areas that are closer to the shell burst point. This will reduce the number of cases when firing at a turret might result in damaging tracks. Lessons from Testing Thanks to your feedback and data, we made sure that the mechanics work without technical issues. We have been detected and fixed several bugs. Now, the result of firing an HE shell has become more predictable and firing at vulnerable spots of vehicles provides a more predictable result. Players should now have an idea of the approximate amount of potential damage when firing at the specific spot and this amount of damage will be predictably higher when firing at a vulnerable spot on a vehicle. This means that we have to find out the proper values for HE shells. In addition, your feedback suggested that a part or parts of a vehicle being susceptible to HE shells are important for players. We’ll take this into account during the process of development of separate and individual changes to vehicles. Looking Forward We encourage all players to join the Sandbox testing. In the near future, we will continue collecting data and release additional changes to HE shells settings and mechanics for causing damage. Each change will approach the HE shells settings to their final values. Consequently, the gameplay for HE shells will gradually become closer to the one we are expecting on live servers. Player feedback is important to us. By collecting data and your feedback on the changes, we will be able to take the next step towards our goal — the complete rework of HE shell mechanics. Your feedback ia s key aspect of making decisions on future changes. View the full article
  2. As of the third iteration, updated yesterday. Sources: wotclue, rykoszet. Tank: 1.6.1: Sandbox: Sandbox, second iteration: Sandbox, third iteration: Gun: Object 260 530 190 330 265 122 мм БЛ-13-1 Object 279 early 530 190 330 265 122 мм М62-Т2А StuG IV 175 65 110 90 7,5 cm Stu.K. 40 L/48 Т 55А 420 150 265 210 100 mm Panzerkanone D-10T2S L/56 T28 Concept 420 150 265 210 105 mm Gun T5 Excalibur 190 70 120 95 76 mm ‚Excalibur’ Gun Chimera 530 190 330 265 QF 5-in. Gun Tank: 1.6.1: Sandbox: Sandbox, second iteration: Sandbox, third iteration: Gun: МS-1 62 20 40 30 45 мм обр. 1932 г. Pz.Kpfw. I 1″}”>2>1 T1 Cunningham 36 15 25 20 37 mm Semiaotumatic Gun M1924 Renault FT No HE 13.2 mm Hotchkiss mle 1930 Cruiser Mk. I 1″}”>2>1 Kolohousenka 65 25 40 35 47 mm Rychlopalné dělo Vickers L/20 Renault NC-31 42 15 25 20 37 mm KwK 36 L/46.5 Renault Otsu 55 20 35 25 37 mm Sogekihou 4TP 70 25 45 35 47 mm QFSA Strv fm/21 16 5 10 10 20 mm akan m/Madsen Fiat 3000 45 15 30 25 Cannone da 37/40 Т-60 50 20 30 25 37 мм ЗиС-19 BТ-2 62 20 40 30 45 мм 20К Pz.Kpfw. II No HE 2 cm Flak 38 M2 Light Tank 50 20 30 25 37 mm Gun M5 FCM 36 45 15 30 25 37 mm SA38 Cruiser Mk. II 2″}”>3>2 Type 95 Ha-Go 95 35 60 45 5.7 cm Gun Type 97 Strv m/38 50 20 30 25 37 mm kan m/38 strv Т-70 65 25 40 30 45 мм ВТ-42 Т-46 65 25 40 30 45 мм ВТ-42 Pz.Kpfw. III Ausf. E 90 30 55 45 5 cm Kw.K. 38 L/42 Pz.Kpfw. II Ausf. G 40 15 25 20 3 cm M.K. 103 M3 Stuart 50 20 30 25 37 mm Gun M6 AMX 38 70 25 45 35 47 mm SA35 Somua S35 70 25 45 35 47 mm SA37 Valentine 3″}”>4>3 Type 97 Chi-Ha 90 30 55 45 47 mm Gun Type 1 Strv m/40L 50 20 30 25 37 mm kan m/38-49 strv BТ-7 4″}”>3>4 SU-76М 4″}”>3>4 Т-28 95 35 60 45 57 мм ЗиС-4 Pz.Kpfw. II Luchs 40 15 25 20 3 cm M.K. 103 Pz.Kpfw. III Ausf. J 90 30 55 45 5 cm Kw.K. 39 L/60 StuG III Ausf. B 175 65 110 90 7,5 cm Pak 39 L/48 M5 Stuart 50 20 30 25 37 mm Gun T16 M8A1 175 65 110 90 3-inch AT Gun M7 M7 4″}”>5>4 AMX 40 175 65 110 90 75 mm SA32 Somua SAu 40 350 165 255 205 105 mm AC court mle. 1934 S B1 70 25 45 35 47 mm SA37 Valentine AT 4″}”>3>4 Matilda 110 70 110 90 OQF 3-inch Howitzer Mk. I Type 1 Chi-He 100 35 60 50 Experimental 57 mm Tank Gun Shin Sav m/43 370 130 230 185 10,5 cm kan m/44 sav Lago 175 65 110 90 7,5 cm kan m/41 strv А-20 5″}”>4>5 КV-1 280 100 175 140 85 мм Ф-30 SU-122А 600 665 665 665 152 мм гаубица Д-1 Т-34 95 35 60 45 57 мм ЗиС-4 SU-85 300 105 190 150 85 мм Д-5С-85БМ VK 16.02 Leopard 90 30 55 45 5 cm Kw.K. 39 L/60L Pz.Kpfw. IV Ausf. H 410 145 255 205 10,5 cm Kw.K. L/28 (Фугаска) StuG Ausf. G 175 65 110 90 7,5 cm Pak 42 L/70 VK 30.01 (H) 175 65 110 90 7,5 cm Kw.K. 42 L/70 M24 Chaffee 175 70 110 90 75 mm Gun M17 T1 Heavy Tank 185 65 115 95 76 mm Gun M1A1 M41 HMC 550 610 610 610 155 mm Howitzer M1 M4A1 Sherman 185 65 115 95 76 mm Gun M1A1 M10 Wolverine 185 65 115 95 76 mm AT Gun M1A2 AMX ELC bis 320 115 200 160 90 mm D. 915 S35 CA 320 115 200 160 90 mm AC canon DCA 30 BDR G1 B 320 115 200 160 90 mm DCA 30 AMX 13 105 AM mle. 50 445 495 495 495 105 mm obusier mle. 1950 Sherman III 185 65 115 95 76 mm Gun M1A1 AT 2 100 35 60 50 QF 6-pdr AT Gun Mk. V Churchill I 175 65 110 90 75 mm Vickers HV Type 3 Chi-Nu 175 65 110 90 7.5 cm Tank Gun Type 5 Ikv 103 370 130 230 185 10,5 cm kam ikv 102 (Не топ) Strv m/42 185 65 115 90 7,5 cm kan m/43 strv МТ-25 165 60 105 85 76 мм С-54М Т-150 360 130 225 180 107 мм ЗиС-6 SU-8 600 665 665 665 152 мм гаубица МЛ-20 обр. 1931 г. Т-34-85 300 105 190 150 85 мм Д-5Т-85БМ SU-100 530 190 330 265 122 мм Д-2-5С КV-2 910 330 580 460 152 мм МЛ-10 (Фугаска) КV-1S 5″}”>6>5 VK 28.01 175 65 110 90 7,5 cm Kw.K. 40 L/48L VK 30.02 (M) 175 65 110 90 7,5 cm Kw.K. 42 L/70 Jagdpanzer IV 270 95 170 135 8,8 cm Pak L/56 VK 30.01 (P) 270 95 170 135 8,8 cm Kw.K. 36 L/56 VK 36.01 (H) 270 95 170 135 8,8 cm Kw.K. 36 L/56 T37 185 65 115 95 76 mm Gun T91 M6 320 115 200 160 90 mm Gun M3 M44 550 610 610 610 155 mm Howitzer M45 M4A3E8 Sherman 185 65 115 95 76 mm Gun M1A2 M36 Jackson 320 115 200 160 90 mm AT Gun M3 AMX 12 t 175 65 110 90 75 mm SA50 ARL 44 320 115 200 160 90 mm DCA 45 AMX 13 F3 AM 700 775 775 775 Canon de 155 mm de 33 calibres Panhard AMD 178B 175 65 110 90 75 mm SA49 (EBR) ARL V39 320 115 200 160 90 mm AC DCA 45 Cromwell 175 65 110 90 75 mm Vickers HV AT 8 190 70 120 95 OQF 17-pdr AT Gun Mk. VII Achilles 190 70 120 95 OQF 17-pdr AT Gun Mk. VII Churchill VII 190 70 120 95 OQF 77 mm Gun Mk. II O-I 890 320 555 445 15 cm Howitzer Type 96 (Фугаска) Type 4 Chi-To 175 65 110 90 7.5 cm Tank Gun Type 5 Model I Ikv 65 Alt II 320 115 200 160 9 cm Bofors L/53 Strv 74 185 65 115 90 7,5 cm kan strv 74 S-51 1050/1050 1165/1050 1165/1050 1165/1050 203 мм Б-4 SU-152 530 190 330 265 122 мм Д-25С обр. 1944 г. IS 530 190 330 265 122 мм Д-25Т КV-3 530 190 330 265 122 мм Д-25Т Т-43 300 105 190 150 85 мм Д-5Т-85БМ LTG 300 105 190 150 85 мм Д-5Т-85БМУ Jagdpanther 420 150 265 210 10,5 cm Pak L/52 Tiger (P) 295 105 185 150 8,8 cm Kw.K. 43 L/71 Tiger I 295 105 185 150 8,8 cm Kw.K. 43 L/71 Panther 175 65 110 90 7,5 cm Kw.K. L/100 Spähpanzer SP I C 270 95 170 135 90 mm Mecar M12 700/700 775/700 775/700 775/700 155 mm Gun M1A1 T25 AT 320 150 265 210 105 mm AT Gun T5E1 T29 420 150 265 210 105 mm Gun T5E1 T20 320 115 200 160 90 mm Gun M3 T71 CMCD 185 65 115 95 76 mm Gun T185E Lorraine 155 mle. 50 700/700 775/700 775/700 775/700 Obusier de 155 mm mle. 1950 AMX AC mle. 46 400 145 250 200 100 mm AC SA47 AMX M4 mle. 45 320 115 200 160 90 mm DCA 45 AMX 13 75 175 65 110 90 75 mm SA50 Hotchkiss EBR 260 95 165 130 Canon de 75 mm Vo 1000 m/s (EBR) Challenger 370 130 230 185 OQF 32-pdr AT Gun Mk. II AT 7 280 100 175 140 OQF 20-pdr AT Gun Type A Barrel Black Prince 190 70 120 95 OQF 17-pdr Gun MK. VII Comet 190 70 120 95 OQF 77 mm Gun MK. II O-Ni 890 320 555 445 15 cm Howitzer Type 96 (Фугаска) Type 5 Chi-Ri 175 65 110 90 7.5 cm Autoloading Tank Gun Type 5 Ikv 90 Typ B 320 115 200 160 9 cm kan m/f Leo 410 145 255 205 10 cm kan m/34 SU-14-2 1050/1050 1165/1050 1165/1050 1165/1050 203 мм Б-4 ISU-152 950 330 580 460 152 мм Д-4С IS-3 530 190 330 265 122 мм БЛ-9 IS-М 530 190 330 265 122 мм Д-25БМ КV-4 420 150 265 210 107 мм ЗиС-24 Т-44 330 120 205 165 100 мм ЛБ-1 LTTB 300 105 190 150 85 мм Д-10-85 Ferdinand 630 225 395 315 12,8 cm Pak 44 L/55 VK 100.01 (P) 630 225 395 315 12,8 cm Kw.K. L/50 Tiger II 420 150 265 210 10,5 cm Kw.K. L/68 Panther II 295 105 185 150 8,8 cm Kw.K. L/100 HWK 12 320 115 200 160 90 mm Mecar N M40/M43 1050/1050 1165/1050 1165/1050 1165/1050 8-inch Howitzer M1 T28 515 185 320 260 120 mm AT Gun T53 T32 420 150 265 210 105 mm Gun T5E1 M26 Pershing 320 115 200 160 90 mm Gun T15E2M2 M41 Walker Bulldog 260 95 165 130 76 mm Gun M32 late Lorraine 155 mle. 51 750/750 835/750 835/750 835/750 Canon de 155 mm mle. 1917 G.P.F. AMX AC mle. 48 515 185 320 260 120 mm AC SA46 AMX 65 t 515 185 320 260 120 mm D. 1203 Bat.-Châtillon 12 t 260 95 165 130 Canon de 75 mm Vo 1000 m/s Panhard AML Lynx 6×6 320 115 200 160 90 mm CN 90 F3 Charioteer 480/480 170 300 240 105 mm AT Gun L7 AT 15 280 100 175 140 OQF 20-pdr AT Gun Type B Barrel Caernarvon 370 130 230 185 OQF 32-pdr Gun MK. II Centurion Mk. I 280 100 175 140 OQF 20-pdr Gun Type A Barrel O-Ho 890 320 555 445 15 cm Howitzer Type 96 (Фугаска) STA-1 320 115 200 160 90 mm Gun Type 61 UDES 03 480 170 300 240 10,5 cm kan UDES 03 Emil I 460 165 290 230 10,5 cm TK 105-9 UDES 14 Alt 5 460 165 290 230 10,5 cm strvkan L/45 212А 1050/1050 1165/1050 1165/1050 1165/1050 203 мм Б-4 Object 704 950 330 580 460 152 мм БЛ-10 Object 257 530 190 330 265 122 мм БЛ-13-1 А Object 705 640 230 400 320 130 мм С-70 ST-I 530 190 330 265 122 мм М62-Т2 Т-54 420 150 265 210 100 мм Д-54 Т-54 330 120 205 165 100 мм Д-10ТМ обр. 1945 г. Jagdtiger 700 250 440 350 12,8 cm Pak L/66 Mäuschen 630 225 395 315 12,8 cm Kw.K. 44 L/55 E 75 630 225 395 315 12,8 cm Kw.K. 44 L/55 E 50 510 180 320 255 10,5 cm Kw.K. L/52 Ausf. B Spähpanzer Ru 251 320 115 200 160 90 mm Rheinmetall DM1 M53/M55 1050/1050 1165/1050 1165/1050 1165/1050 8-inch Howitzer M47 T95 950 345 600 480 155 mm AT Gun T7 M103 515 185 320 260 120 mm Gun M58 M46 Patton 480 170 300 240 105 mm Gun T5E1M2 T49 910/910 330/365 580/635 460 152 mm Gun-Launcher XM81 (conventional) (Фугаска) Bat.-Châtillon 155 55 750/750 835/750 835/750 835/750 Canon de 155 mm AMX 50 Foch 515 185 320 260 120 mm AC SA46 AMX M4 mle. 51 610 220 380 305 127 mm/54 Model 1948 Bat.-Châtillon 25 t AP 400 145 250 200 100 mm SA47 AMX 13 90 320 115 200 160 90 mm F3M Panhard EBR 90 320 115 200 160 90 mm D. 921 Conway 770/770 275 480 385 B.L. 5.5-in. AT Gun Tortoise 515 185 320 260 120 mm AT Gun L1A1 Conqueror 515 185 320 260 120 mm Gun L1A1 Centurion Mk. 7/1 480 170 300 240 105 mm Royal Ordnance L7A1 Type 4 Heavy 900/900 330/365 580/640 465 15 cm/45 41st Year Type (Фугаска) Type 61 440 170 300 240 105 mm Rifled Gun Strv 103-0 480 170 300 240 10,5 cm kan strv 103 L/62 Emil II 530 190 330 265 12 cm akan L/40 UDES 16 480 170 300 240 10,5 cm strvkan L/51 Object 261 900/900 1000/900 1000/900 1000/900 180 мм Б-1-П Object 268 1100 330 580 460 152 мм М-64 IS-7 640 230 400 320 130 мм С-70 Object 705А 840 330 580 460 152 мм М-51 IS-4 530 190 330 265 122 мм М62-Т2 Object 140 420 150 265 210 100 мм У-8ТС Т-100 LT 360 130 225 180 100 мм Т-100 Jagdpanzer E 100 1400 415 725 580 17 cm Pak Maus 630 225 395 315 12,8 cm Kw.K. 44 L/55 E 100 950 320 565 450 15 cm Kw.K. L/38 E 50 Ausf. M 510 180 320 255 10,5 Kw.K. L/52 Ausf. K Rheinmetall Paznerwagen 420 150 265 210 105 mm Kanone T92 HMC 1300/1300 1440/1300 1440/1300 1440/1300 240 mm Howitzer M1 T110E3 1100 345 600 480 155 mm AT Gun T7E2 T110E5 515 185 320 260 120 mm Gun M58 M48A5 Patton 480 170 300 240 105 mm Gun M68 XM551 Sheridan 910/910 330/365 580/635 460 152 mm Gun-Launcher XM81 (conventional) (Фугаска) Bat.-Châtillon 155 58 750/750 835/750 835/750 835/750 Canon de 155 mm AMX 50 Foch B 515 185 320 260 120 mm AC SA46 AMX M4 mle 54 640 230 400 320 130 mm/45 Model 1935 Bat.-Châtillon 25 t 480 170 300 240 105 mm mle. 57 (D. 1504) AMX 13 105 480 170 300 240 105 mm D. 1504 Panhard EBR 105 500 180 315 250 105 mm D. 1504 (EBR) FV4005 Stage II 1750/1750 480 835 670 183 mm L4 FV217 Badger 620 220 390 310 OQF 123 mm Mk. 1 Super Conqueror 515 185 320 260 120 mm Gun L1A1 Centurion Action X 480 170 300 240 105 mm Gun L7A2 Type 5 Heavy 900/900 330/365 580/640 465 15 cm/45 41st Year Type (Фугаска) STB-1 440 170 300 240 105 mm Rifled Gun Strv 103B 480 170 300 240 10,5 cm kan strv 103 L/62 Kranvagn 530 190 330 265 12 cm akan L/40 UDES 15/16 530 190 330 265 12 cm strvkan L/40 View the full article
  3. Source: WoT NA Portal On October 25, the Sandbox server will see another small update to test HE shell mechanics. During the last period, we collected data for HE shells with different efficiency settings, from the highest to the lowest possible values. On October 25, the latest micropatch will test the updated mechanics of averaged HE shells settings and values, so we can compare them to previous Sandbox iterations. This will present a middle ground between the two extremes of earlier testing iterations. We will continue testing the updated settings of damage-causing mechanics and the reduced damage-per-shot values of HE shells. Here is what will be changed: Increased HE shell damage by 40% over the first iteration of testing. After the first iteration of testing we bumped up damage by 75% for HE shells and the result was that they were excessively efficient. So damage will be scaled back a bit from those high values. Reduced splash damage to armor by 20% as compared to the second testing iteration. Reduced armor spalling damage by approximately 30-35% Reduced damage within the burst radius. In the current iteration, the damage value on the edge of splash will be 0.2 (compared to 0.1 in the first and 0.5 in the second iteration). In addition, we changed the dependency of damage drop-off from distance to explosion — the damage drop-off will be more balanced with respect to the new extreme value. Removed the improved HE shells for USA light tanks and Japanese heavy tanks. THIS IS NOT A BALANCE MEASURE and we are not trying to remove this type of shells forever. Rather, within the testing, we are adjusting the efficiency of standard HE shells. Based on those adjustments we are planning to change the improved HE shells. During prior testing, improved HE shells of these vehicles were used excessively. Damage Per Shot Values We continue to search for the best suitable ratio of damage caused by HE shells, the value of their situational use in battle, and the extent of their use in battle. We used HE shells with low damage during the first tests and used HE shells with considerably higher damage during the second test. This resulted in their extensive use in battle. We think that HE shells demonstrated too much damage during the second testing iteration, so we’re considering it the threshold value and will not test higher values. Currently, we’re working on a middle-ground solution based on these previous iterations. The Mechanics of Causing Damage It presents a precise mechanics change that works in the same way as reduction of damage per shot: we correct causing damage with HE shells for vehicles with different armor. Changes in splash damage will affect all vehicles but will be most noticeable to vehicles with weak armor. The mechanics of causing damage with armor spalling will be also applied to all vehicles but will have the strongest effect on medium and heavy tanks. Changes to the distribution of damage within the shell burst radius are also planned—with the introduction of the new settings, the external modules will be damaged in the areas that are closer to the shell burst point. This will reduce the number of cases when firing at a turret might result in damaging tracks. Lessons from Testing Thanks to your feedback and data, we made sure that the mechanics work without technical issues. We have been detected and fixed several bugs. Now, the result of firing an HE shell has become more predictable and firing at vulnerable spots of vehicles provides a more predictable result. Players should now have an idea of the approximate amount of potential damage when firing at the specific spot and this amount of damage will be predictably higher when firing at a vulnerable spot on a vehicle. This means that we have to find out the proper values for HE shells. In addition, your feedback suggested that a part or parts of a vehicle being susceptible to HE shells are important for players. We’ll take this into account during the process of development of separate and individual changes to vehicles. Looking Forward We encourage all players to join the Sandbox testing. In the near future, we will continue collecting data and release additional changes to HE shells settings and mechanics for causing damage. Each change will approach the HE shells settings to their final values. Consequently, the gameplay for HE shells will gradually become closer to the one we are expecting on live servers. Player feedback is important to us. By collecting data and your feedback on the changes, we will be able to take the next step towards our goal—the complete rework of HE shell mechanics. Your feedback ia s key aspect of making decisions on future changes. View the full article
  4. This time the updated values of today’s Sandbox patch. Source: wotclue Calibre: Alpha Damage: 1.6.1: Sandbox: 76 мм 156–260 55–95 90 мм 270–370 95–115 105 мм 360–510 130–180 120 мм 440–530 180–190 122 мм 450–560 180–190 130 мм 580–750 210–270 150 мм 890–950 320–330 183 мм 1750 480 Tank: 1.6.1: Sandbox: Sandbox, second iteration: Gun: Object 260 530 190 330 122 мм BL-13-1 Object 279 early 530 190 330 122 мм М62-Т2А StuG IV 175 65 110 7,5 cm Stu.K. 40 L/48 Т 55А 420 150 265 100 mm Panzerkanone D-10T2S L/56 T28 Concept 420 150 265 105 mm Gun T5 Excalibur 190 70 120 76 mm ‚Excalibur’ Gun Chimera 530 190 330 QF 5-in. Gun Tank: 1.6.1: Sandbox: Sandbox, second iteration: Gun: МS-1 62 20 40 45 мм обр. 1932 г. Pz.Kpfw. I 2>1 T1 Cunningham 36 15 25 37 mm Semiaotumatic Gun M1924 Renault FT Without HE rounds 13.2 mm Hotchkiss mle 1930 Cruiser Mk. I 2>1 Kolohousenka 65 25 40 47 mm Rychlopalné dělo Vickers L/20 Renault NC-31 42 15 25 37 mm KwK 36 L/46.5 Renault Otsu 55 20 35 37 mm Sogekihou 4TP 70 25 45 47 mm QFSA Strv fm/21 16 5 10 20 mm akan m/Madsen Fiat 3000 45 15 30 Cannone da 37/40 BT-2 62 20 40 45 мм 20К Т-60 50 20 30 37 мм ЗиС-19 Pz.Kpfw. II Without HE rounds 2 cm Flak 38 M2 Light Tank 50 20 30 37 mm Gun M5 FCM 36 45 15 30 37 mm SA38 Cruiser Mk. II 3>2 Type 95 Ha-Go 95 35 60 5.7 cm Gun Type 97 Strv m/38 50 20 30 37 mm kan m/38 strv Т-70 65 25 40 45 мм ВТ-42 Т-46 65 25 40 45 мм ВТ-42 Pz.Kpfw. III Ausf. E 90 30 55 5 cm Kw.K. 38 L/42 Pz.Kpfw. II Ausf. G 40 15 25 3 cm M.K. 103 M3 Stuart 50 20 30 37 mm Gun M6 AMX 38 70 25 45 47 mm SA35 Somua S35 70 25 45 47 mm SA37 Valentine 4>3 Type 97 Chi-Ha 90 30 55 47 mm Gun Type 1 Strv m/40L 50 20 30 37 mm kan m/38-49 strv BТ-7 3>4 SU-76М 3>4 Т-28 95 35 60 57 мм ЗиС-4 Pz.Kpfw. II Luchs 40 15 25 3 cm M.K. 103 Pz.Kpfw. III Ausf. J 90 30 55 5 cm Kw.K. 39 L/60 StuG III Ausf. B 175 65 110 7,5 cm Pak 39 L/48 M5 Stuart 50 20 30 37 mm Gun T16 M8A1 175 65 110 3-inch AT Gun M7 M7 5>4 AMX 40 175 65 110 75 mm SA32 Somua SAu 40 350 165 255 105 mm AC court mle. 1934 S B1 70 25 45 47 mm SA37 Valentine AT 3>4 Matilda 110 70 110 OQF 3-inch Howitzer Mk. I Type 1 Chi-He 100 35 60 Experimental 57 mm Tank Gun Shin Sav m/43 370 130 230 10,5 cm kan m/44 sav Lago 175 65 110 7,5 cm kan m/41 strv А-20 4>5 КV-1 280 100 175 85 мм Ф-30 SU-122А 600 665 665 152 мм гаубица Д-1 Т-34 95 35 60 57 мм ЗиС-4 SU-85 300 105 190 85 мм Д-5С-85БМ VK 16.02 Leopard 90 30 55 5 cm Kw.K. 39 L/60L Pz.Kpfw. IV Ausf. H 410 145 255 10,5 cm Kw.K. L/28 (Фугаска) StuG Ausf. G 175 65 110 7,5 cm Pak 42 L/70 VK 30.01 (H) 175 65 110 7,5 cm Kw.K. 42 L/70 M24 Chaffee 175 70 110 75 mm Gun M17 T1 Heavy Tank 185 65 115 76 mm Gun M1A1 M41 HMC 550 610 610 155 mm Howitzer M1 M4A1 Sherman 185 65 115 76 mm Gun M1A1 M10 Wolverine 185 65 115 76 mm AT Gun M1A2 AMX ELC bis 320 115 200 90 mm D. 915 S35 CA 320 115 200 90 mm AC canon DCA 30 BDR G1 B 320 115 200 90 mm DCA 30 AMX 13 105 AM mle. 50 445 495 495 105 mm obusier mle. 1950 Sherman III 185 65 115 76 mm Gun M1A1 AT 2 100 35 60 QF 6-pdr AT Gun Mk. V Churchill I 175 65 110 75 mm Vickers HV Type 3 Chi-Nu 175 65 110 7.5 cm Tank Gun Type 5 Ikv 103 370 130 230 10,5 cm kam ikv 102 (Не топ) Strv m/42 185 65 115 7,5 cm kan m/43 strv МТ-25 165 60 105 76 мм С-54М Т-150 360 130 225 107 мм ЗиС-6 SU-8 600 665 665 152 мм гаубица МЛ-20 обр. 1931 г. Т-34-85 300 105 190 85 мм Д-5Т-85БМ SU-100 530 190 330 122 мм Д-2-5С КV-2 910 330 580 152 мм МЛ-10 (Фугаска) КV-1S 6>5 VK 28.01 175 65 110 7,5 cm Kw.K. 40 L/48L VK 30.02 (M) 175 65 110 7,5 cm Kw.K. 42 L/70 Jagdpanzer IV 270 95 170 8,8 cm Pak L/56 VK 30.01 (P) 270 95 170 8,8 cm Kw.K. 36 L/56 VK 36.01 (H) 270 95 170 8,8 cm Kw.K. 36 L/56 T37 185 65 115 76 mm Gun T91 M6 320 115 200 90 mm Gun M3 M44 550 610 610 155 mm Howitzer M45 M4A3E8 Sherman 185 65 115 76 mm Gun M1A2 M36 Jackson 320 115 200 90 mm AT Gun M3 AMX 12 t 175 65 110 75 mm SA50 ARL 44 320 115 200 90 mm DCA 45 AMX 13 F3 AM 700 775 775 Canon de 155 mm de 33 calibres Panhard AMD 178B 175 65 110 75 mm SA49 (EBR) ARL V39 320 115 200 90 mm AC DCA 45 Cromwell 175 65 110 75 mm Vickers HV AT 8 190 70 120 OQF 17-pdr AT Gun Mk. VII Achilles 190 70 120 OQF 17-pdr AT Gun Mk. VII Churchill VII 190 70 120 OQF 77 mm Gun Mk. II O-I 890 320 555 15 cm Howitzer Type 96 (Фугаска) Type 4 Chi-To 175 65 110 7.5 cm Tank Gun Type 5 Model I Ikv 65 Alt II 320 115 200 9 cm Bofors L/53 Strv 74 185 65 115 7,5 cm kan strv 74 S-51 1050/1050 1165/1050 1165/1050 203 мм Б-4 SU-152 530 190 330 122 мм Д-25С обр. 1944 г. IS 530 190 330 122 мм Д-25Т КV-3 530 190 330 122 мм Д-25Т Т-43 300 105 190 85 мм Д-5Т-85БМ LTG 300 105 190 85 мм Д-5Т-85БМУ Jagdpanther 420 150 265 10,5 cm Pak L/52 Tiger (P) 295 105 185 8,8 cm Kw.K. 43 L/71 Tiger I 295 105 185 8,8 cm Kw.K. 43 L/71 Panther 175 65 110 7,5 cm Kw.K. L/100 Spähpanzer SP I C 270 95 170 90 mm Mecar M12 700/700 775/700 775/700 155 mm Gun M1A1 T25 AT 320 150 265 105 mm AT Gun T5E1 T29 420 150 265 105 mm Gun T5E1 T20 320 115 200 90 mm Gun M3 T71 CMCD 185 65 115 76 mm Gun T185E Lorraine 155 mle. 50 700/700 775/700 775/700 Obusier de 155 mm mle. 1950 AMX AC mle. 46 400 145 250 100 mm AC SA47 AMX M4 mle. 45 320 115 200 90 mm DCA 45 AMX 13 75 175 65 110 75 mm SA50 Hotchkiss EBR 260 95 165 Canon de 75 mm Vo 1000 m/s (EBR) Challenger 370 130 230 OQF 32-pdr AT Gun Mk. II AT 7 280 100 175 OQF 20-pdr AT Gun Type A Barrel Black Prince 190 70 120 OQF 17-pdr Gun MK. VII Comet 190 70 120 OQF 77 mm Gun MK. II O-Ni 890 320 555 15 cm Howitzer Type 96 (Фугаска) Type 5 Chi-Ri 175 65 110 7.5 cm Autoloading Tank Gun Type 5 Ikv 90 Typ B 320 115 200 9 cm kan m/f Leo 410 145 255 10 cm kan m/34 SU-14-2 1050/1050 1165/1050 1165/1050 203 мм Б-4 ISU-152 950 330 580 152 мм Д-4С IS-3 530 190 330 122 мм БЛ-9 IS-М 530 190 330 122 мм Д-25БМ КV-4 420 150 265 107 мм ЗиС-24 Т-44 330 120 205 100 мм ЛБ-1 LTTB 300 105 190 85 мм Д-10-85 Ferdinand 630 225 395 12,8 cm Pak 44 L/55 VK 100.01 (P) 630 225 395 12,8 cm Kw.K. L/50 Tiger II 420 150 265 10,5 cm Kw.K. L/68 Panther II 295 105 185 8,8 cm Kw.K. L/100 HWK 12 320 115 200 90 mm Mecar N M40/M43 1050/1050 1165/1050 1165/1050 8-inch Howitzer M1 T28 515 185 320 120 mm AT Gun T53 T32 420 150 265 105 mm Gun T5E1 M26 Pershing 320 115 200 90 mm Gun T15E2M2 M41 Walker Bulldog 260 95 165 76 mm Gun M32 late Lorraine 155 mle. 51 750/750 835/750 835/750 Canon de 155 mm mle. 1917 G.P.F. AMX AC mle. 48 515 185 320 120 mm AC SA46 AMX 65 t 515 185 320 120 mm D. 1203 Bat.-Châtillon 12 t 260 95 165 Canon de 75 mm Vo 1000 m/s Panhard AML Lynx 6×6 320 115 200 90 mm CN 90 F3 Charioteer 480/480 170 300 105 mm AT Gun L7 AT 15 280 100 175 OQF 20-pdr AT Gun Type B Barrel Caernarvon 370 130 230 OQF 32-pdr Gun MK. II Centurion Mk. I 280 100 175 OQF 20-pdr Gun Type A Barrel O-Ho 890 320 555 15 cm Howitzer Type 96 (Фугаска) STA-1 320 115 200 90 mm Gun Type 61 UDES 03 480 170 300 10,5 cm kan UDES 03 Emil I 460 165 290 10,5 cm TK 105-9 UDES 14 Alt 5 460 165 290 10,5 cm strvkan L/45 212А 1050/1050 1165/1050 1165/1050 203 мм Б-4 Object 704 950 330 580 152 мм БЛ-10 Object 257 530 190 330 122 мм БЛ-13-1 А Object 705 640 230 400 130 мм С-70 SТ-I 530 190 330 122 мм М62-Т2 Т-54 420 150 265 100 мм Д-54 Т-54 330 120 205 100 мм Д-10ТМ обр. 1945 г. Jagdtiger 700 250 440 12,8 cm Pak L/66 Mäuschen 630 225 395 12,8 cm Kw.K. 44 L/55 E 75 630 225 395 12,8 cm Kw.K. 44 L/55 E 50 510 180 320 10,5 cm Kw.K. L/52 Ausf. B Spähpanzer Ru 251 320 115 200 90 mm Rheinmetall DM1 M53/M55 1050/1050 1165/1050 1165/1050 8-inch Howitzer M47 T95 950 345 600 155 mm AT Gun T7 M103 515 185 320 120 mm Gun M58 M46 Patton 480 170 300 105 mm Gun T5E1M2 T49 910/910 330/365 580/635 152 mm Gun-Launcher XM81 (conventional) (Фугаска) Bat.-Châtillon 155 55 750/750 835/750 835/750 Canon de 155 mm AMX 50 Foch 515 185 320 120 mm AC SA46 AMX M4 mle. 51 610 220 380 127 mm/54 Model 1948 Bat.-Châtillon 25 t AP 400 145 250 100 mm SA47 AMX 13 90 320 115 200 90 mm F3M Panhard EBR 90 320 115 200 90 mm D. 921 Conway 770/770 275 480 B.L. 5.5-in. AT Gun Tortoise 515 185 320 120 mm AT Gun L1A1 Conqueror 515 185 320 120 mm Gun L1A1 Centurion Mk. 7/1 480 170 300 105 mm Royal Ordnance L7A1 Type 4 Heavy 900/900 330/365 580/640 15 cm/45 41st Year Type (Фугаска) Type 61 440 170 300 105 mm Rifled Gun Strv 103-0 480 170 300 10,5 cm kan strv 103 L/62 Emil II 530 190 330 12 cm akan L/40 UDES 16 480 170 300 10,5 cm strvkan L/51 Object 261 900/900 1000/900 1000/900 180 мм Б-1-П Object 268 1100 330 580 152 мм М-64 IS-7 640 230 400 130 мм С-70 Object 705А 840 330 580 152 мм М-51 IS-4 530 190 330 122 мм М62-Т2 Object 140 420 150 265 100 мм У-8ТС Т-100 LT 360 130 225 100 мм Т-100 Jagdpanzer E 100 1400 415 725 17 cm Pak Maus 630 225 395 12,8 cm Kw.K. 44 L/55 E 100 950 320 565 15 cm Kw.K. L/38 E 50 Ausf. M 510 180 320 10,5 Kw.K. L/52 Ausf. K Rheinmetall Paznerwagen 420 150 265 105 mm Kanone T92 HMC 1300/1300 1440/1300 1440/1300 240 mm Howitzer M1 T110E3 1100 345 600 155 mm AT Gun T7E2 T110E5 515 185 320 120 mm Gun M58 M48A5 Patton 480 170 300 105 mm Gun M68 XM551 Sheridan 910/910 330/365 580/635 152 mm Gun-Launcher XM81 (conventional) (Фугаска) Bat.-Châtillon 155 58 750/750 835/750 835/750 Canon de 155 mm AMX 50 Foch B 515 185 320 120 mm AC SA46 AMX M4 mle 54 640 230 400 130 mm/45 Model 1935 Bat.-Châtillon 25 t 480 170 300 105 mm mle. 57 (D. 1504) AMX 13 105 480 170 300 105 mm D. 1504 Panhard EBR 105 500 180 315 105 mm D. 1504 (EBR) FV4005 Stage II 1750/1750 480 835 183 mm L4 FV217 Badger 620 220 390 OQF 123 mm Mk. 1 Super Conqueror 515 185 320 120 mm Gun L1A1 Centurion Action X 480 170 300 105 mm Gun L7A2 Type 5 Heavy 900/900 330/365 580/640 15 cm/45 41st Year Type (Фугаска) STB-1 440 170 300 105 mm Rifled Gun Strv 103B 480 170 300 10,5 cm kan strv 103 L/62 Kranvagn 530 190 330 12 cm akan L/40 UDES 15/16 530 190 330 12 cm strvkan L/40 View the full article
  5. Join the Testing! The next iteration of shell rebalancing tests is just around the corner, and World of Tanks needs your help again! This time you have the opportunity to try out fundamental changes in the mechanics of dealing damage with HE shells. The testing will again be open to all tank commanders and will be held on the Sandbox server—join it and give us your feedback! Why Rebalance HE Shells? In the two previous iterations of Sandbox, we tested changes in the mechanics of the two main types of shells in our game—standard and special. We reworked the parameters of standard shells, after which the demand for special ones also changed. The main goal of these changes during the previous Sandbox testing was to make standard shells more popular than special ones, and to slightly reduce the effectiveness of special rounds. These changes worked well, and now we are ready to take the next step towards the complete rebalancing of shells in World of Tanks, we need to rework HE shells. We couldn’t leave them unattended, because such significant changes in the mechanics of standard and special shells would inevitably affect High-Explosive ones, too. Moving Forward Changes from previous Sandbox iterations (the revision of the standard shells and changes in the number of hit points for all vehicles in the game) worked well, and they will also be included in the next iteration, in which you can try out the new changes. We’re currently testing the mechanics for dealing damage with HE shells only for regular tanks. This does not apply to SPG rounds or HESH. We will test them in a separate iteration, but only if we receive positive results from the current Sandbox tests. The mechanics of dealing damage with HE shells are perhaps the most complicated aspect of our game to understand. It consists of a large number of stages and takes into account numerous parameters for the calculation. Let’s take a closer look. The HE shell hits the armor, and the armor penetration is calculated depending on whether the armor is penetrated or not. If the armor is penetrated, damage from the full nominal damage is calculated. If the armor is not penetrated, damage is also calculated, but only from half the value of the nominal damage. Next, the damage application point is calculated. Simply put, a weak spot is chosen in the radius of the sphere where the damage is done. The value of half the nominal damage is reduced proportionally to the armor thickness and other factors at the damage application point. In addition, the damage calculation is affected by whether a Spall Liner is mounted or not. After all these calculations, we arrive at the total damage value. But when we talk about calculations of this mechanic, most of the current aspects are outdated and don’t match the current realities of the game. This doesn’t allow us to fine-tune the effectiveness of HE shells for specific guns, and that’s exactly the aspect we want to change. What Are the Current Issues With HE Shells? Our players rarely use High-Explosive shells as standard ammo for reliably dealing damage. This mainly happens when playing on vehicles with calibers of 150 mm and above. For lower and medium ones, HE shells are often used to: Reset the base capture progress Finish off an enemy low on HP Deal damage in a situation where it’s impossible with other shell types On the contrary, the effectiveness of HE shells on medium and small calibers is very low, and the use of HE rounds in the above situations doesn’t guarantee a result. At the same time, HE rounds can cause huge damage to weakly armored vehicles, and very often this happens by accident, when you shoot without carefully targeting your enemy’s weak spots. The amount of damage is always different, and even an experienced player cannot predict it in each specific case. Given all of the above, the main goal of the changes for us is to balance the effectiveness of High-Explosive shells for all guns and calibers existing in our game. We want to reduce the amount of total and alpha damage on large calibers from 150 mm and above, and to improve the performance of HE shells on lower and medium calibers in specific situations. How will we achieve this? Let’s take a closer look. 1. High-Explosive Shells Armor Penetration Removal Yes, that’s right—we want to completely remove the ability to penetrate armor with HE shells. If the tests are successful, then HE rounds will no longer have an “Armor Penetration” parameter. Initially, High-Explosive shells had this characteristic to simulate HE damage mechanics in a more realistic way, but as stated above, HE shells in World of Tanks are almost never used for reliably dealing damage. Even with a skillful aim, penetrating and inflicting huge damage is not guaranteed. We want to avoid a huge spread in the final value of damage, when players cannot predict whether they will inflict a nominal value damage, a third of it or no damage at all. 3. Nominal Damage Reduction Given the above, such a high nominal damage inflicted by HE shells is no longer needed, and we’ll significantly reduce it depending on the caliber of the gun. The proportion of damage and the specific caliber will also change. Previously, the base damage for the highest calibers (150 mm and above) was truly great. Now the damage gain with increasing calibers will be smaller and more consistent. Below is a table comparing old and new damage values for the main calibers in the game (parameters may vary depending on the individual tank or shell settings). Caliber Old values New values 76 mm 156–260 55–95 90 mm 270–370 95–115 105 mm 360–510 130–180 120 mm 440-530 180-190 122 mm 450-560 180-190 130 mm 580–750 210–270 150 mm 890–950 320–330 183 mm 1750 480 4. Damage Decrease From the Center of the Splash In the new system, damage is calculated from 1 in the center to 0.1 along the edge. The fundamental difference between the new system and the previous one is that splash becomes less “dense”: even at a small distance from the center of the explosion, the damage is greatly reduced. At the same time, it remains possible to cause low damage at the edge of the splash. The splash effectiveness will be reduced, especially closer to the center. Accordingly, HE rounds will cause lower damage to internal and external modules, as well as crew members. 5. Changing the Tracing Algorithm and the Minimal Damage Damage dealt will be much more predictable, not only due to the removal of penetration, but also thanks to two other components: 1. Changing the tracing algorithm—finding points for causing damage to various armor groups, modules, and crew members. The current algorithm often “doesn’t find” obvious weak spots, and HE shells may not cause any damage at all. The new algorithm “finds” the required points more often and more accurately than the current one. Simply put, the chance to “find” a weak spot in the enemy’s armor is higher and calculated more accurately, but the amount of damage dealt is much lower. The new algorithm is not fine-tuned yet, so it will be adjusted depending on the results of the upcoming testing on the Sandbox server. 2. The ability to inflict minimal damage due to the splash mechanics (more on this below). Damage done in this way will not be high, but in critical situations, it will increase the possibility of causing at least minimal damage (for example, to prevent base capture) to almost 100% (if you hit the armor or the module, thereby damaging it). Below, under the spoiler, is more detailed information on how the new mechanics will work. Splash Mechanics Splash mechanics will include three components: Shrapnel from the shell explosion Spalls on the outer surface of the armor Splash radius Now more about each of them. Shrapnel From the Shell Explosion Shrapnel is formed by the metal jacket of the shell, when the explosion breaks it into separate pieces. They scatter around in a sphere and get stuck in obstacles. After rebalancing, fragments will scatter only to the first obstacle in their way—this is the key difference compared to the shrapnel acting according to the laws of the current mechanics. As a result, shrapnel cannot damage internal modules, except for vehicles with open cabins. Armor damage from this mechanic is absorbed linearly—the thicker the armor, the greater the absorption. For the player, this change means the exclusion of illogical cases of causing damage when, for example, an engine inside the hull catches fire after getting hit in the commander’s hatch. Spalls on the Outer Surface of the Armor Armor spalls are formed on the outer surface of the armor during the explosion of a High-Explosive shell. They are scattered on a conditional “cone” perpendicular to the armor. It doesn’t matter at what angle the shell hits the armor. Spalls damage the armor and can damage the internal modules and crew members. Like shrapnel, spalls cannot penetrate obstacles. The damage from this mechanic is also absorbed linearly—the thicker the vehicle’s armor, the higher the absorption of spalls. For most HE shells, all three mechanics work simultaneously, but can be configured differently. For each armor group, each module, and each crew member, damage is calculated for each mechanic (if the mechanics, in principle, can cause damage to a specific object). Splash Radius Unlike shrapnel and armor spalls, the splash radius is not shielded by obstacles. In this case, the damage is only reduced. Also, the splash radius doesn’t cause damage to crew members, and the armor absorbs it non-linearly (the thicker the armor, the greater the absorption, but the armor cannot completely absorb the damage from the splash). This is why HE shells will inflict at least minor damage on almost any armor. What Will Happen to HE Shells After These Changes Take Effect? HE shells will do less damage on average per shot (up to 66–75% of the previous damage value). HE shells will do less critical damage to internal and external modules and crew members. It will be impossible to set fire to the engine if you hit the commander’s hatch. There will be virtually no cases when damage doesn’t occur at all when a HE round hits the armor (excluding spaced armor). This will help to improve the “behavior” of HE shells, for example, when preventing base capture or finishing off an enemy with only a few HP remaining. HE shells will expand their scope of use. Now they will be effective not only at large, but also at small and medium calibers. Weakly armored vehicles will no longer receive such enormous damage from penetration. They will still take more damage than heavily armored tanks, but not 3 times more. How Do We See the Use of the Reworked HE Shells? We want to further increase the impact of situationality in the use of High-Explosive shells. In a nutshell, firing mainly with HE rounds will put you at a disadvantage. Instead, you should use them in the following specific game situations where they will be more useful than before: Resetting base capture progress. Now the chance to reset the capture is much higher. Finishing off opponents low on HP. Immobilizing enemy vehicles. For the reworked HE rounds, the chance of tracking or damaging an external module is higher. Join the Test—Your Feedback Is Important! Any progress made in the previous stages of testing will not be saved in this iteration of the Sandbox server. Everything above is our working concept, ideas and suggestions. The final decision on making all the declared changes has not yet been made. We are waiting for the test results and look forward to your active participation, so join the open Sandbox test and share your feedback on the forum! Together we will make World of Tanks even more exciting! JOIN THE TEST! View the full article
  6. Commanders! The next iteration of shell rebalancing tests is just around the corner, and World of Tanks needs your help again! This time you have the opportunity to try out fundamental changes in the mechanics of dealing damage with HE shells. The testing will again be open to all tank commanders and will be held on the Sandbox server — join it and give us your feedback! Why Rebalance HE Shells? In the two previous iterations of Sandbox, we tested changes in the mechanics of the two main types of shells in our game — standard and special. We reworked the parameters of standard shells, after which the demand for special ones also changed. The main goal of these changes during the previous Sandbox testing was to make standard shells more popular than special ones, and to slightly reduce the effectiveness of special rounds. These changes worked well, and now we are ready to take the next step towards the complete rebalancing of shells in World of Tanks, we need to rework HE shells. We couldn’t leave them out, because significant changes in the mechanics of standard and special shells would inevitably affect High-Explosive ones, too. Moving Forward Changes from previous Sandbox iterations (the revision of the standard shells and changes in the number of hit points for all vehicles in the game) worked well, and they will also be included in the next iteration, in which you can try out the new changes. We’re currently testing the mechanics for dealing damage with HE shells only for regular tanks. This does not apply to SPG rounds or HESH. We will test them in a separate iteration, but only if we receive positive results from the current Sandbox tests. The mechanics of dealing damage with HE shells are perhaps the most complicated aspect of our game to understand. It consists of a large number of stages and takes into account numerous parameters for the calculation. Let’s take a closer look. The HE shell hits the armor, and the armor penetration is calculated depending on whether the armor is penetrated or not. If the armor is penetrated, damage from the full nominal damage is calculated. If the armor is not penetrated, damage is also calculated, but only from half the value of the nominal damage. Next, the damage application point is calculated. Simply put, a weak spot is chosen in the radius of the sphere where the damage is done. The value of half the nominal damage is reduced proportionally to the armor thickness and other factors at the damage application point. In addition, the damage calculation is affected by whether a Spall Liner is mounted or not. After all these calculations, we arrive at the total damage value. But when we talk about calculations of this mechanic, most of the current aspects are outdated and don’t match the current realities of the game. This doesn’t allow us to fine-tune the effectiveness of HE shells for specific guns, and that’s exactly the aspect we want to change. Current Issues with HE Shells Our players rarely use High-Explosive shells as standard ammo for reliably dealing damage. This mainly happens when playing on vehicles with calibers of 150 mm and above. For lower and medium ones, HE shells are often used to: Reset the base capture progress; Finish off an enemy low on HP; Deal damage in a situation where it’s impossible with other shell types. On the contrary, the effectiveness of HE shells on medium and small calibers is very low, and the use of HE rounds in the above situations doesn’t guarantee a result. At the same time, HE rounds can cause huge damage to weakly armored vehicles, and very often this happens by accident, when you shoot without carefully targeting your enemy’s weak spots. The amount of damage is always different, and even an experienced player cannot predict it in each specific case. Given all of the above, the main goal of the changes for us is to balance the effectiveness of High-Explosive shells for all guns and calibers existing in our game. We want to reduce the amount of total and alpha damage on large calibers 150 mm and above, and to improve the performance of HE shells onlower and medium calibers in specific situations. Here’s how we plan to achieve this. 1. High-Explosive Shells Armor Penetration Removal Yes, that’s right — we want to completely remove the ability to penetrate armor with HE shells. If the tests are successful, then HE rounds will no longer have an “Armor Penetration” parameter. Initially, High-Explosive shells had this characteristic to simulate HE damage mechanics in a more realistic way, but as stated above, HE shells in World of Tanks are almost never used for reliably dealing damage. Even with a skillful aim, penetrating and inflicting huge damage is not guaranteed. We want to avoid a huge spread in the final value of damage, when players cannot predict whether they will inflict a nominal value damage, a third of it or no damage at all. 2. Changing the Mechanics of Damage Distribution Over the Splash Radius If an HE round didn’t penetrate the armor, then the system started calculations according to the damage formula from 0.5 in the center to 0.05 at the edge of the splash. Put simply, when a High-Explosive shell doesn’t penetrate armor in the current gameplay, half of the shell’s nominal damage is immediately deducted, and then the damage decreases depending on the distance to the center of the explosion. With the new mechanics, HE shells don’t penetrate armor at all, which means that this method of calculation is no longer relevant. After the rebalance, the damage will be distributed over the splash radius, varying from 1 in the center to 0.1 at the edge. The full nominal damage of a HE shell will be used for calculation. 3. Nominal Damage Reduction Given the above, such a high nominal damage inflicted by HE shells is no longer needed, and we’ll significantly reduce it depending on the caliber of the gun. The proportion of damage and the specific caliber will also change. Previously, the base damage for the highest calibers (150 mm and above) was truly great. Now the damage gain with increasing calibers will be smaller and more consistent. Below is a table comparing old and new damage values for the main calibers in the game (parameters may vary depending on the individual tank or shell settings). Caliber Old values New values 76 mm 156–260 55–95 90 mm 270–370 95–115 105 mm 360–510 130–180 120 mm 440-530 180-190 122 mm 450-560 180-190 130 mm 580–750 210–270 150 mm 890–950 320–330 183 mm 1750 480 4. Damage Decrease from the Center of the Splash In the new system, damage is calculated from 1 in the center to 0.1 along the edge. The fundamental difference between the new system and the previous one is that splash becomes less “dense”: even at a small distance from the center of the explosion, the damage is greatly reduced. At the same time, it remains possible to cause low damage at the edge of the splash. The splash effectiveness will be reduced, especially closer to the center. Accordingly, HE rounds will cause lower damage to internal and external modules, as well as crew members. 5. Changing the Tracing Algorithm and Minimal Damage Damage dealt will be much more predictable, not only due to the removal of penetration, but also thanks to two other components: Changing the tracing algorithm — finding points for causing damage to various armor groups, modules, and crew members. The current algorithm often “doesn’t find” obvious weak spots, and HE shells may not cause any damage at all. The new algorithm “finds” the required points more often and more accurately than the current one. Simply put, the chance to “find” a weak spot in the enemy’s armor is higher and calculated more accurately, but the amount of damage dealt is much lower. The new algorithm is not fine-tuned yet, so it will be adjusted depending on the results of the upcoming testing on the Sandbox server. The ability to inflict minimal damage due to splash mechanics. Damage done in this way will not be high, but in critical situations, it will increase the possibility of causing at least minimal damage (for example, to prevent base capture) to almost 100% (if you hit the armor or the module, thereby damaging it). Detailed Splash Mechanics Splash mechanics will include three components: Shrapnel from the shell explosion; Spalls on the outer surface of the armor; Splash radius. Shrapnel from the Shell Explosion Shrapnel is formed by the metal jacket of the shell, when the explosion breaks it into separate pieces. They scatter around in a sphere and get stuck in obstacles. After rebalancing, fragments will scatter only to the first obstacle in their way — this is the key difference compared to the shrapnel acting according to the laws of the current mechanics. As a result, shrapnel cannot damage internal modules, except for vehicles with open cabins. Armor damage from this mechanic is absorbed linearly — the thicker the armor, the greater the absorption. For the player, this change means the exclusion of illogical cases of causing damage when, for example, an engine inside the hull catches fire after getting hit in the commander’s hatch. Spalls on the Outer Surface of the Armor Armor spalls are formed on the outer surface of the armor during the explosion of a High-Explosive shell. They are scattered on a conditional “cone” perpendicular to the armor. It doesn’t matter at what angle the shell hits the armor. Spalls damage the armor and can damage the internal modules and crew members. Like shrapnel, spalls cannot penetrate obstacles. The damage from this mechanic is also absorbed linearly — the thicker the vehicle’s armor, the higher the absorption of spalls. For most HE shells, all three mechanics work simultaneously, but can be configured differently. For each armor group, each module, and each crew member, damage is calculated for each mechanic (if the mechanics, in principle, can cause damage to a specific object). Splash Radius Unlike shrapnel and armor spalls, the splash radius is not shielded by obstacles. In this case, the damage is only reduced. Also, the splash radius doesn’t cause damage to crew members, and the armor absorbs it non-linearly (the thicker the armor, the greater the absorption, but the armor cannot completely absorb the damage from the splash). This is why HE shells will inflict at least minor damage on almost any armor. Changes to HE Shells HE shells will do less damage on average per shot (up to 66–75% of the previous damage value). HE shells will do less critical damage to internal and external modules and crew members. It will be impossible to set fire to the engine if you hit the commander’s hatch. There will be virtually no cases when damage doesn’t occur at all when a HE round hits the armor (excluding spaced armor). This will help to improve the “behavior” of HE shells, for example, when preventing base capture or finishing off an enemy with only a few HP remaining. HE shells will expand their scope of use. Now they will be effective not only at large, but also at small and medium calibers. Weakly-armored vehicles will no longer receive such enormous damage from penetration. They will still take more damage than heavily armored tanks, but not 3 times more. Uses of Reworked HE Shells We want to further increase the impact of situationality in the usage of High-Explosive shells. In a nutshell, firing mainly with HE rounds will put you at a disadvantage. Instead, you should use them in the following specific game situations, where they will be more useful than before: Resetting base capture progress. Now the chance to reset the capture is much higher. Finishing off opponents low on HP. Immobilizing enemy vehicles. For the reworked HE rounds, the chance of tracking or damaging an external module is higher. View the full article
  7. From EU Portal Last December, we announced that rebalancing special ammo would be a priority for 2019. This news became one of the hottest topics in the community. The forthcoming changes garnered plenty of suggestions and additional questions, so we carefully analyzed player feedback to understand what steps we should take next. We also launched several Supertests, experimenting with special ammo settings and tweaking their mechanics, while studying the feedback from our testers. Now we’ve finally gathered all the necessary data and are ready to share more information. Taking Another Step Forward From 4 to 10 June, we’re launching a new round of special ammo rebalancing tests on Sandbox, our test open server. An alternative special ammo concept will be featured, different from the one we outlined at WG Fest last December. Full details of the changes will be announced just before the test, so stay tuned! NOTE: The testing will last only 1 (one) week and will end on June 10, at 11:00 (UTC +2)! How Can I Take Part? Everyone can take part in testing – all you have to do is submit an application. After we accept and process your application, you’ll get direct access to the test server. At the same time, you’ll see a special promo screen in your game client. If you have previously participated in Sandbox tests, then you already have access to testing. JOIN SPECIAL AMMO TESTS Be the first to experience the revised ammo mechanics and evaluate them for yourself. Join the tests now and share your feedback! View the full article
  8. Hello Commanders, From words—to deeds! Today we’re starting work on one of the hottest and the most discussed issues among those mentioned at WG Fest 2018: the overall 25–30% drop in damage for special rounds. We want to make the shell choice more thoughtful in every battle situation and lower the damage special rounds deal (especially against well-armored spots). It should be noted: this is the very first testing iteration aimed at general evaluation of our hypothesis described above. For now, it’s merely a rebalance of special shells’ damage, without any adjustments to their cost. We’ll conduct the Supertest with a limited selection of vehicles (a bit more than 30) to check: the viability of the idea and the impact of its implementation on the game; the effect of lowering the special shells’ damage has on the total damage dealt; the overall combat efficiency of the vehicles involved in testing. The decision to decrease special rounds’ damage isn’t set in stone as it’s still in development, so it may change significantly. After the first testing run, we’ll decide what to do next: we may change the amount of damage we slash off the special rounds, fine-tune the stats of individual vehicles, or enlarge the pool of tanks in the Supertest to gather even more data. Of course, we’ll take into consideration your feedback on the proposed changes. We intentionally selected very different vehicles for the testing pool—for the most efficient tracking of the impact the rebalance will have on battle stats. For some vehicles having APCRs as their basic rounds, we substituted these with AP shots of the same speed. Likewise, for the vehicles with AP rounds as their specials, we replaced these with APCRs. We’ll track the distribution of damage done per shell type, the changes in vehicles’ battle stats with regard to their class and role, and lots of other parameters. Vehicle Gun Old Damage New Damage IS-3 122mm BL-9 390 290 T-44 100mm LB-1 250 190 IS-7 130mm S-70 490 360 KV-5 107mm ZiS-6M 300 225 KV-2 152mm M-10 700 500 Object 268 152mm M64 750 530 IS-4 122mm M62-T2 440 320 T100LT 100mm T 100 300 225 Obj. 430U 122mm M62-T2 440 320 Tiger II 105mm KwK46-L68 320 240 Ferdinand 128mm 44-L55 490 360 Maus 128mm Kw.K 44 L/55 490 360 Jagdtiger 128mm PaK 44 L/66 560 410 E-100 150mm Kw.K 44 L/38 750 530 Panther II 88mm Kw.K L/100 240 180 JagdPz E100 180mm PaK K/72 1050 735 Leopard 1 105mm L7A3 390 290 Pershing 90mm T15E2M2 240 180 T57 Heavy 120mm T179 400 300 T110E4 155mm T7E2 750 530 T110E3 155mm T7E2 750 530 T69 90mm T178 240 180 T49 152mm M81 700 500 M48A5 Patton 105mm M68 390 290 AMX 13 90 90mm F3M 240 180 Bat.Chatillon 25t 105mm mle. 57 390 290 AMX AC Mle1948 120mm AC SA46 400 300 Tortoise 120mm AT L1A1 400 300 Super Conqueror 120mm L1A1 400 300 Badger 123mm OQF Mk. 1 480 350 TVP T50/51 10mm AK1 320 240 Progetto M40/65 Cannone 105/51 M68 360 270 WZ111 1G FT 130mm 59-130JG FT 560 410 Type 5 Heavy 150mm/45 41st year 1400 750 A few questions we hope to get answers for after the test How much shall the special rounds’ damage (especially against well-armored targets) drop? This is one of the key areas the players on heavily armored vehicles asked us to address. How shall the damage be re-distributed between the two other shell types? Our aim is to reduce the special rounds damage (against well-armored targets in particular). Thus the overall damage of other shell types could grow; we want to check whether it’s true during the test. We’ll monitor these parameters and modify them if needed. How shall the share of HE shell damage change? Currently, the total share of HE damage is small, and we don’t intend to change it. Overall, the combined special HE shell damage is mostly dealt by the Type 4 Heavy and the Type 5 Heavy tanks (we adjusted some stats of both of these for the test). The special round for the Type 5 Heavy will be substituted with a HESH with an alpha of 750 points and a penetration of 193 mm. During the tests, we’ll thoroughly monitor the changes in HE shells usage after the special rounds rebalance. How shall the rebalance affect the battle performance of individual vehicles? We know that currently certain tanks are played with a greater-than-average special to non-special rounds ratio, to increase their efficiency. So we want to assess how these vehicles’ performance changes. The test is just starting, and your feedback will help us make correct decisions. Let us know what you think, and we’ll consider it while working on the adjustments for the next iteration. Follow the news and good luck in the battlefield! View the full article
×
×
  • Create New...